mercoledì 15 luglio 2026

New Mythic Rage Powers, Part 3

End of this mini-series, with also a totem rage power chain among all those blood rage powers.

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Mythic Lesser Protean Blood: The barbarian adds ½ her mythic tier (minimum 1) to the save DC of her target.


Mythic Protean Blood: While raging, the barbarian gains resist sonic 5.


Mythic Greater Protean Blood: While raging, the barbarian gains blindsight in a 30-ft. radius.


Mythic Lesser Psychic Blood: The barbarian adds ½ her mythic tier (minimum 1) to the save DC of her target.


Mythic Psychic Blood: While raging, the barbarian gains a +2 bonus on saving throws against language-depending spells and effects.


Mythic Greater Psychic Blood: This power now functions as mythic thoughtsense.


Mythic Lesser Serpentine Blood: The barbarian’s fangs deal an additional 1d6 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.


Mythic Serpentine Blood: While raging, the barbarian adds half her mythic tier as a bonus on Escape Artist checks. The barbarian can expend one use of mythic power to add her mythic tier as a bonus (instead of half) for a particular skill use.


Mythic Greater Serpentine Blood: The barbarian adds ½ her mythic tier (minimum 1) to all the bonuses.


Mythic Lesser Starsoul Blood: The barbarian adds ½ her mythic tier (minimum 1) to the save DC of her target.


Mythic Starsoul Blood: While raging, the barbarian gains darkvision and immunity to suffocation effects.


Mythic Greater Starsoul Blood: While raging, the barbarian’s melee attacks also gain the burning weapon special ability, and her ranged attacks also gain the igniting weapon special ability.


Mythic Lesser Storm Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Storm Blood: While raging, the barbarian  can fly for a number of rounds equal to her barbarian level.


Mythic Greater Storm Blood: The barbarian adds ½ her mythic tier (minimum 1) to the save DC of her target.


Mythic Lesser Unicorn Blood: The barbarian’s gore attack deals an additional 1d6 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.


Mythic Unicorn Blood: While raging, the barbarian gains a +2 bonus on saving throws against poison.


Mythic Greater Unicorn Blood: This power now functions as Improved Impaling Critical.


Mythic Lesser Valkyrie Totem: The barbarian doubles the bonuses gained from this power and other valkyrie totem powers.


Mythic Valkyrie Totem: The barbarian benefits from this power always, even when she is not in a rage.


Mythic Greater Valkyrie Totem: The barbarian’s deathwatch spell-like ability functions even when she is not in a rage. Moreover, the barbarian can declare a killed opponent to be permanently dead one additional time per rage at 5th and 10th mythic tier.

domenica 12 luglio 2026

New Mythic Rage Powers, Part 2

For barbarians of every bloodline!

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Mythic Greater Deep Earth Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Lesser Destined Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Destined Blood: The barbarian adds ½ her mythic tier (minimum 1) to her luck bonus to AC and on saving throws.


Mythic Greater Destined Blood: The barbarian adds ½ her mythic tier (minimum 1) to the number of times per rage she can use this power for.


Mythic Lesser Dreamspun Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Dreamspun Blood: The barbarian adds ½ her mythic tier (minimum 1) to her insight bonus on initiative checks.


Mythic Greater Dreamspun Blood: While raging, the barbarian gains a +4 bonus on saving throws against death spells and effects.


Mythic Lesser Imperious Blood: The barbarian adds ½ her mythic tier (minimum 1) to the save DC of her target.


Mythic Imperious Blood: The barbarian adds ½ her mythic tier (minimum 1) to the morale bonuses she receives.


Mythic Greater Imperious Blood: The effect extends to all creatures in a 60-ft. radius. The barbarian can exclude a number of creatures equal to her Charisma bonus from the effect.


Mythic Lesser Maestro Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Maestro Blood:  The barbarian gains a bonus equal to her mythic level on Perform while raging. In addition, she gains resistance a +2 bonus on saves vs. illusion spells and effects when in a rage.


Mythic Greater Maestro Blood: The barbarian can perform a song of strength for an additional number of rounds per day equal to her mythic tier. 


Mythic Lesser Orc Blood: This power lasts for an additional number of rounds equal to the barbarian’s mythic tier.


Mythic Orc Blood: While raging, the barbarian gains a +2 bonus on saving throws against disease.


Mythic Greater Orc Blood: While raging, the barbarian gains a +2 inherent bonus to her Constitution.

sabato 11 luglio 2026

New Mythic Rage Powers, Part 1

Still some new blood rage powers, mostly inspired by bloodlines I created for Expanded Bloodragers and Expanded Bloodragers 2.

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Mythic Lesser Aberrant Blood: The barbarian adds ½ her mythic tier (minimum 1) to the save DC of her target.


Mythic Aberrant Blood: While raging, the barbarian’s reach increases by 10 feet.


Mythic Greater Aberrant Blood: While raging, the barbarian is also immune to diseases and poisons. 


Mythic Lesser Arcane Blood: The barbarian adds half her mythic tier to the enemies’ DC to cast spells defensively in her threatened area while she is raging.


Mythic Arcane Blood: While raging, the barbarian is constantly under the effect of mythic blur.


Mythic Greater Arcane Blood: While raging, the barbarian is constantly under the effects of mythic haste in addition to mythic blur.


Mythic Lesser Astral Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Astral Blood: While raging, the barbarian  also gains a +2 resistance bonus on saving throws against mind-affecting spells and effects.


Mythic Greater Astral Blood: This power now functions as mythic blink.


Mythic Lesser Boreal Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Boreal Blood: While raging, the barbarian gains electricity resistance 10.


Mythic Greater Boreal Blood: While raging, the barbarian gains the ice glide ability of an ice elemental.


Mythic Lesser Daemon Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Daemon Blood: While raging, the barbarian gains resist fire 5.


Mythic Greater Daemon Blood: While raging, the barbarian gains a +4 bonus on saving throws against poison.


Mythic Lesser Deep Earth Blood: The barbarian gains one additional use per day of this ability at mythic tier 5, and another at mythic tier 10.


Mythic Deep Earth Blood: While raging, the barbarian gains darkvision in a 60 ft. radius, or adds 30 ft. to her existing darkvision range.

mercoledì 8 luglio 2026

Simple Template: Virtue Incarnate

Here’s a conversion from a Planescape monster in 2E that I liked very much!

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Simple Template: Virtue Incarnate (CR +1)

Virtue spirits are good spirits similar to the haunts described in the Tome of Horrors Complete, except as follows.

Virtue spirits are the souls of good creatures that left some righteous quest unfinished or simply desire to do more good in the world. A virtue spirit is an outsider with the extraplanar and incorporeal subtypes and has always a NG alignment. Each virtue spirit strongly embodies one of the seven virtues, and is attracted to creatures that possess that same virtue (spirits of different virtues can be created for different cultures).

Virtue spirits roam the Good Planes in search of kindred souls to join forces with, and sometimes even come to the Material Plane. If a virtue spirit possesses a good-aligned creature of suitable strength and drive, it will propose an alliance and leave without further fighting if the creature refuses. A mortal that willingly accepted a virtue spirit within their body is called a virtue incarnate. The synergy between the spirit and its host grants the mortal greater powers in the righteous fight for good. If the host is a medium, the virtue spirit won’t normally interfere with the legendary spirits that share the mortal’s body.

Once a host accepts a virtue spirit within themselves, it cannot be forcibly ejected from the host’s body. If the host asks the spirit to leave, or the spirit feels that the mission it had pursued is accomplished, the two usually part ways amicably. If the host’s alignment becomes non-good, the spirit will try to strangle them as per a haunt’s ability.

“Virtue incarnate” is an acquired template that can be added to any good-aligned living, corporeal creature. The creature retains all the base creature’s statistics and special abilities except as noted here. A virtue incarnate’s quick and rebuild rules are the same.

CR: As the base creature +1.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Defensive Abilities: A virtue incarnate gains bonuses or immunities according to the table below.

Abilities: A virtue incarnate gains bonuses on their ability scores according to the table below.


Virtue

Ability Bonuses

Defensive Abilities

Charity

Wis +1, Cha +1

Immune to negative emotion effects

Courage

Con +1, Cha +1

Immune to fear

Hope

Cha +2

+1 on all saving throws, immune to despair

Faith

Str+1, Wis +1

Immune to negative energy damage and magical alignment change

Justice

Int +1, Wis +1

Immune to charm, compulsion, and domination spells and effects

Temperance

Con +1, Wis +1

Immune to transmutation spells and effects

Wisdom

Wis +2

Immune to ability damage, ability drain, and curses